Esempio n. 1
0
 public void Triggered_Node(Pathnoder node)
 {
     if (this.myQueue.Peek() == node)
     {
         this.myQueue.Dequeue();
     }
 }
Esempio n. 2
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    public static Queue <Pathnoder> Pathfind(Pathnoder goal, Pathnoder start)
    {
        Associative_Heap <float, Pathnoder> heap = new Associative_Heap <float, Pathnoder>(1);

        Dictionary <Pathnoder, KeyValuePair <Pathnoder, float> > map = new Dictionary <Pathnoder, KeyValuePair <Pathnoder, float> >();

        map[start] = new KeyValuePair <Pathnoder, float>(null, 0f);

        heap.Add(new KeyValuePair <float, Pathnoder>(0f, start));

        while (!heap.IsEmpty)
        {
            Pathnoder current = heap.Peak.Value;

            heap.Pop();

            if (goal == current)
            {
                Queue <Pathnoder> path = new Queue <Pathnoder>();
                path.Enqueue(goal);
                Pathnoder node = map[goal].Key;
                for (; node != null;)
                {
                    path.Enqueue(node);

                    node = map[node].Key;
                }

                return(path);
            }

            float cost = map[current].Value;

            foreach (Pathnoder next in current.myEdges.Keys)
            {
                float new_cost = cost + current.Cost(next);

                //if next not in cost_so_far or new_cost < cost_so_far[next]:
                if (!map.ContainsKey(next) || new_cost < map[next].Value)
                {
                    //	 cost_so_far[next] = new_cost
                    //	 came_from[next] = current
                    map[next] = new KeyValuePair <Pathnoder, float>(current, new_cost);

                    //	 priority = new_cost + heuristic(goal, next)
                    float priority = new_cost + goal.Cost(next);

                    //	 frontier.put(next, priority)
                    heap.Add(new KeyValuePair <float, Pathnoder>(priority, next));
                }
            }
        }

        return(null);
    }
Esempio n. 3
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    float Cost(Pathnoder node)
    {
        float distance = (node.transform.position - this.transform.position).magnitude;

        if (this.myEdges.ContainsKey(node))
        {
            return(this.myEdges[node] * distance);
        }
        else
        {
            return(distance);
        }
    }
Esempio n. 4
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    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            this.myQueue = Pathnoder.Pathfind(this.myStart, this.myGoal);

            Debug.Log(this.myQueue);
        }

        if (null != this.myQueue && this.myQueue.Count > 0)
        {
            Pathnoder node = this.myQueue.Peek();

            Vector3 difference = node.transform.position - this.transform.position - this.myRigidbody.velocity;

            this.myRigidbody.AddForce(difference.normalized * this.mySpeed * Time.deltaTime);
        }
    }